Eui Jun Jeong
Biographic Data
| ID | 5853878 |
|---|---|
| NAME | Eui Jun Jeong |
| GIVEN NAMES | Eui Jun |
| FAMILY NAME | Jeong |
| SIGNATURE | JEONG E J |
| AFFILIATIONS | Konkuk University |
| ORCID | 0000-0002-5718-8476 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 8 |
| AUTHOR COUNT | 6 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 1 |
Social intelligence and pathological gaming
The study's findings suggest that bolstering adolescents' social aptitude and addressing mental health concerns could serve as beneficial interventions in tackling issues associated with excessive media engagement among youth. These findings suggest that, within the context of adolescent pathological gaming, social intelligence could significantly affect aggression and emerge as a key variable that may lead to pathological gaming
Pathological gaming
Debates about pathological gaming continues in the wake of the World Health Organization's (WHO) decision to establish a gaming disorder diagnosis. Questions persist whether gaming disorder is best conceived as a stand-alone psychiatric disorder, or whether it heralds or accompanies other, more established conditions, such as depression or ADHD. We tested these hypotheses in a sample of 3,034 youth from Singapore. Evidence suggests that pathologi…
Pathological gaming in South Korean adolescents from the perspectives of self-esteem and self-control
We empirically tested how environmental factors (i.e., parents, peers, and teachers) around South Korean adolescents affect the psychological factors (i.e., self-esteem and self-control) related to self-identify formation, and how each of these factors ultimately affects pathological gaming. Using a three-wave (6-month interval per wave) panel survey design, we conducted a survey with 1,037 adolescents in South Korea and verified the relationship…
Disruptive behaviors in online games
Disruptive behaviors, such as intentional violations and verbal attacks, frequently happen in multiplayer online games. However, few studies have been conducted to empirically explore the antecedents to such disruptive behaviors or the role of moral positioning in relation to such behaviors. With 343 players of the game League of Legends , we tested an integrated path model of the relationships among moral positioning (i.e., preference for evil r…
Pathological Gaming in Young Adolescents
Therapeutic role of player self-efficacy in online gaming
We investigated the effects of life and game self-efficacy of players of online games on the psychosocial factors of depression, loneliness, and aggression, exploring these relationships via an integrated path model using multidimensional factors of each construct. With survey data from 1,227 Korean online gamers, we examined how coping and social aspects of life and game self-efficacy affect these psychosocial factors. The results highlighted th…
Therapeutic role of player self-efficacy in online gaming
We investigated the effects of life and game self-efficacy of players of online games on the psychosocial factors of depression, loneliness, and aggression, exploring these relationships via an integrated path model using multidimensional factors of each construct. With survey data from 1,227 Korean online gamers, we examined how coping and social aspects of life and game self-efficacy affect these psychosocial factors. The results highlighted th…
Disruptive behaviors in online games
Disruptive behaviors, such as intentional violations and verbal attacks, frequently happen in multiplayer online games. However, few studies have been conducted to empirically explore the antecedents to such disruptive behaviors or the role of moral positioning in relation to such behaviors. With 343 players of the game League of Legends , we tested an integrated path model of the relationships among moral positioning (i.e., preference for evil r…
Pathological Gaming in Young Adolescents
Pathological gaming in South Korean adolescents from the perspectives of self-esteem and self-control
We empirically tested how environmental factors (i.e., parents, peers, and teachers) around South Korean adolescents affect the psychological factors (i.e., self-esteem and self-control) related to self-identify formation, and how each of these factors ultimately affects pathological gaming. Using a three-wave (6-month interval per wave) panel survey design, we conducted a survey with 1,037 adolescents in South Korea and verified the relationship…
Pathological gaming
Debates about pathological gaming continues in the wake of the World Health Organization's (WHO) decision to establish a gaming disorder diagnosis. Questions persist whether gaming disorder is best conceived as a stand-alone psychiatric disorder, or whether it heralds or accompanies other, more established conditions, such as depression or ADHD. We tested these hypotheses in a sample of 3,034 youth from Singapore. Evidence suggests that pathologi…
Social intelligence and pathological gaming
The study's findings suggest that bolstering adolescents' social aptitude and addressing mental health concerns could serve as beneficial interventions in tackling issues associated with excessive media engagement among youth. These findings suggest that, within the context of adolescent pathological gaming, social intelligence could significantly affect aggression and emerge as a key variable that may lead to pathological gaming
Psychology (6 works) · Clinical Psychology (5 works) · Clinical Psychology (5 works) · Social Psychology (5 works) · Social Psychology (5 works) · Impact of Technology on Adolescents (4 works) · Medicine (4 works) · Pathological (4 works) · Psychological and Temporal Perspectives Research (4 works) · Aggression (3 works)